Smash Tech: Early Discoveries pt. 2

February 13, 2008 at 9:35 pm | Posted in Smash R&D | Leave a comment

Okay so I have managed to get my friend to capture vids of what I earlier deemed the Passing Throw(no official name yet). It’s not really too advanced of a technique but it still seems like it could be useful, especially using it for mindgames.  For the lazy it is a simple tech where you can grab behind you mid run. You just smash and press the grab button at the same time while in a run. I used Toon Link and practiced this new technique on my friend. I messed it up quite a few times, but it also worked on several occasions. He seems like he would be a good character to utilize this because of his decent speed and hookshot grab. I successfully land it around 0:18 and then again around 0:57. And a couple more times throughout the match.


Smash Tech: Early Discoveries

February 8, 2008 at 9:42 am | Posted in Smash R&D | Leave a comment

So the Smash community is working overtime on trying to discover new secrets and techniques for Smash Brothers Brawl. I just wanted to chime in on a few of the developments.

One of the more interesting ones that I have actually tested and confirmed is a new way to grab and throw an opponent. It doesn’t have a name yet as far as I know, so I am just going to tentatively call it Passing Grab.

It is basically a quick turn and grab behind while running. You have to be close to a full speed run, pass your opponent by, smash backwards and press the grab button at the same time. Your character will turn and grab very quickly behind them. To me this seems like it could be useful with a fast character like Sonic or even a character like Link who has a long grapple move.  Very simple tech but it appears as if it could have good strategical value.

Also it is important to note that L-canceling is not in the game. Instead it appears as if certain moves just have the amount of lag that you would normally get from L-canceling. So it is basically auto on the moves that can do it, and not possible on other moves. At least so far. Marth was the best example of this as there was considerably little lag on most of his aerials.

I will be back with more info as I discover it. I am also going to go through some more captured vids and see if there is anything worth posting. 

Tip of the Sword

February 5, 2008 at 12:08 pm | Posted in Smash R&D | Leave a comment

Marth is back baby. He has been nerfed in some ways but has also gotten better in other areas.

Most noticeable are the changes to his B combo. It used to make him one of the best recovering characters in the game. Not anymore. Now it just makes him a combo monster. It has been changed so that it is not a set timing anymore and you are allowed to input the commands at different speeds. Makes it a lot more useful than it was before. I have been playing new characters mostly so I haven’t explored all the changes to my old main but these are the most apparent. He does seem like he will be one of the best in the game yet again.

Oh and his Final Smash is a gamble but is amazing if used correctly. If you miss you are most likely going to go off the side of the screen to a shameful death. I have seen it happen multiple times. The one thing I am confused on is how the hitbox on it works. It seems as if it normally just hits anything directly in front of you but extends if you manage to connect on one enemy. I wouldn’t have normally hit Snake from where I used the Final Smash, but it managed to after I connected with it on Bowser.

My friend, Smash

February 5, 2008 at 10:56 am | Posted in Smash R&D | Leave a comment

So after coming to the realization that I will be playing this game for years,  I have decided to devote part of this blog to the game. In particular I am going to be talking about new strategies and techniques as they are discovered. It is still really early and everyone is still in the dark concerning new mechanics so it might be light on material at first.

And that is where fun match recordings come in!

First of all, Falco is a beast this time around just as he was in Melee. I like his normal combos a lot more and his over smash is more to my liking because it gives him range. Also I feel that his spikes might be easier to pull off(there is a good one starting around 1:50 in the vid). This might just be a product of the controls being ultra crisp however. Below is a video that RevenantKioku was kind enough to capture for all to see.  I didn’t get it down very well but there seems to be a lot of potential in comboing out of his normal A attack(where he spins around) especially following with his up smash. His short hop attacks seem harder to pull off but that might just be me. I also agree with RK that this stage has great design. Probably one of my new favorites.

I will update with another vid that shows a good usage of Marth’s final Smash 
later in the day. You can find more vids on RevenantKioku’s blog if you like.

SMASH on the brain

February 4, 2008 at 9:24 am | Posted in Latest Addictions, Smash R&D | Leave a comment

I cannot get this game out of my head.

So I am back at my first day of work after an incredible weekend of Smash Brothers Brawl with several of my friends. Two of us actually took off Friday in order to get ready for the party we we threw that night. We had several people over and didn’t stop smashing until the wee hours of the morning. 

I am extremely happy to see that the gameplay is as easy to pick up as always. Around half the people had never played Smash before or at least not since the N64 version. Luckily they were able to join the fray and have a blast in no time. 

The new additions to the roster so far have also made me a happy man. They all manage to fit into the game perfectly and some gameplay styles are a refreshing addition. Captain Olimar and his pikmin manages to stand out the most in my mind. He is a very interesting character in that he requires a tiny bit of micromanagement with his attacks. His pikmin line up behind him in a line and the one at the front will come out in the next attack. It is important to keep this in mind because certain pikmin are better utilized in a particular attack.

Ike is also an amazing character if used right. He might just be the strongest character in the game now, but his attacks are amazingly slow including his aerials. Hell even his counter move is slow to activate. He is still a blast because he is the ultimate weapon to send light characters flying

Sonic so far is fun but very hard to control. He has a lot of combo potential with his spin attacks and the fact that he has great aerial moves. The problem was a lot of times I would just run right by my opponent. Plan on working on that.

Snake is also an extremely fun character who seems like he would be tough to perfect. He is one of the more unconventional characters with a lot of strange attacks and abilities. His Stinger missile attack is really useful but can leave you open if used at a bad time. However after you get the timing down you can learn to cancel the missile with guard and have it use its left over inertia to land where you want which in turn gives you time to run in for a combo. I was also surprised at how useful crawling can actually be. There were plenty of times when someone picked up a Super-scope or normal blaster and tried to start a ranged battle, just to have me duck and crawl under the beams to sweep them to start a combo. Very cool stuff.

Pit and Meta Knight are also great additions. They are of course masters of the air and can juggle you all over the place. I am especially fond of Pit because he feels a lot lighter and a bit more agile.

Probably more about the game later today or tomorrow considering the fact THAT IT WON’T GET OUT OF MY HEAD. 🙂

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